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Temur Clan & Atarka Brood

B
ut the beast had been hiding its strength, just as The First father or the First Mother is seen as the parent of
the hunters had. With a burst of might, it leapt all, and most of the time also takes the title of Dragonclaw,
up, snapping ropes, and swinging its great horn. the Khan of Temur. The Huntcaller and the One Who
Two of the spear-bearers were swatted aside, Whispers Twice are there to guide the clan to survival,
bones snapping, bodies flung against trees and glorious destiny and fruitful game.
stone. With a mighty kick, it crushed several of Each Temur is trained to be a ferocious warrior, able to
the hunters holding the ropes and hooks. defeat man and beast alike. Fighting challenges are frequent,
Surrak's second grabbed one of the fallen hunters' spears used both for training and conflict management. Any intruder
and charged in with a shout. With a powerful thrust, he drove trespassing into the Temur mountains or valleys will likely
the spear upwards under the beast's great jaw. It shuddered, fall into an ambush led by mighty and determined warriors.
stumbled, and knelt downdefeatedblood pooling red
against white, steam rising from the snow. Spirit Whispers
--Nik Davidson, The Call
The Temur have a strong shamanic tradition, some of their
child come into the world gifted with what they call the
Clan Values Whispering Magic. They are isolated from their family, and
learn to use their elemental powers with other shamans.
The Temur are a nomadic clan living alongside the northern
The clan shamans keep intact the frozen memories of the
mountain of Tarkir. They live in a environment as harsh as
ancestors, whose body are forever encased into the ice of the
their temperament. While not conquerors, they defend with
Great Glacier. They can whisper to their spirit, and the spirits
ardor what they consider as their hunting territory and
give them, along with primordial magic, the power to see the
strangers are rarely welcome. They are anyway fairly
Unwritten.
occupied with all the mountains dangers. Rabid beasts,
The Unwritten are visions of the past, future and even
bears, saberclaws, krushoks and mammoths wander in this
alternate world. The shamans can make prophecies about the
lands. Even ogres and yetis hunt for themselves. The Temur
future, but some of them also speak of a Tarkir where the
are also hunters, and claim to be the fiercest of all.
dragons rule over the clans, and even of worlds where
dragons have gone extinct. In a more practical use, the
Nomadic Hunters shamans telepathic and perception gifts can help hunters to
Food is scarce in the mountain and its inhabitant have no find their prey, or prevent intrusion on the territory. Those
choice but to rely on hunting to survive. The Temur adopted who can whisper to elemental spirits are able to invoke and
their nomadic lifestyle to be able to follow savage herds unleash elemental forces of ice, earth and wind onto their
wherever they go. They carry everything they need, and install ennemies.
their encampment for only a few days. Most of their gears -
from tools and tents to weapons and armors - are crafted
from the remains of their preys,
The Temur travel in small groups and consider each
member of their hunting party as part of their family. Each
year, the whole clan gather in the central plateau of Karakyk,
for an impressive feast, made from songs and hunting tales.
During this event, the great figure of the clan can give advice
and directives.

PART 1 | TEMUR BACKGROUND


1
Atarka, World Render
The dragon brood hunting from the Temur skies belongs to
the great Atarka, the devourer, the dragon who is never
fulfilled. Her dragons are the biggest of Tarkir, giant furry
winged fire-breathing beast with incandescent antlers. Like
the humanoids of the frozen land, they are hunters. They hunt
animals, humanoids, and dragons from other broods alike.
They value survival of the strongest, which they certainly are.
Atarka is the strongest of all, and seems to always be hungry.
She is constantly hunting or eating, alone or with new
members of her brood, born from the dragon tempests.
The last Dragonclaw, Yasova, was forced to put her clan to
the service of Atarka to avoid extermination. Since then, the
Temur hunt for the Dragonlord. They have to feed her, either
by bringing her meat, or being the meat themselves. They are
forced to adopt an even more nomadic and harsh life, and
only the ones who adapt can survive. Atarka decided to kill all
the shaman and abandon the whispering tradition, because
she judged them useless for the hunt, but also by fear. She
ignores that some of them escape her wrath, and keep their
tradition intact in secrecy...

Great Khans
The Khan of Temur is traditionally called the
Dragonclaw, for he carries an impressive spear said
to be crafted from the claws of a fallen dragon
from Atarka's brood. He leads by advice, and he is
the protector of the clan values. He gives orders to
his clan only when he must, only when war against
an other clan must be pursued. Anyone can
pretend to the title, and must defeat the current
Dragonclaw in combat to obtain it.
Yasova Dragonclaw was a strong warrior and
shaman from the old times of Tarkir. She traveled
with a giant and loyal saberclaw. She sought to
destroy the Spirit Dragon Ugin, and whether she
fails or succeeds, her actions forged the future of
Tarkir.
Surrak Dragonclaw was Huntcaller before he
became Khan. He continuously distinguished
himself with glorious feats, such as the defeat of an
old bear with his bare hands.

Clan Features
Being a member of the Temur or Atarka clan offers you some
proficiencies and advantages, replacing the ones given by
your background.
Skill Proficiencies: Nature and Survival.
Other Proficiencies: Herbalist Kit, one type of Musical
Instrument.
Acclimated
since the dawn of their clan, the Temur have always been able
to survive in cold environments. You have resistance to cold
damage.

PART 1 | TEMUR BACKGROUND


2
Ainok traits
Clan Races Ainoks are strong survivalists. here are the traits which
In this part are listed the humanoid races who live in Qal characterize them.
Sisma mountains, and are likely to become Temur members. Ability Score Increase. Your Intelligence score increases
You can use other Tarkir races if you desire so, at your DM by 2, and your Strength score increases by 1.
discretion. Age. Ainoks grow faster and die quicker than humans.
They are mature around 13, and never reach their 60th year.
Alignement. Ainok are mainly self-centered survivalists,
orienting themselves toward chaotic alignement. They can be
evil or good, depending of their predisposition for empathy.
Size. Ainoks are about the same size as humans, from 5 to
6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your canine eyes can see shades of gray in
dark. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light.
Snow Guide. You gain the Natural Explorer feature from
the Ranger class for Arctic environment.
Skilled. You gain one skill proficiency of your choice, plus
one skill proficiency authorized by your class.
Bite. You can use your bite as a melee attack, dealing
1d4+Strength Mod piercing damage. You are proficient with
Human your bite.
Languages. You can speak, read, and write Common and
Humans are the predominant race in the Temur lands, and Ainok.
they are considered as the most robust humans of all Tarkir.
Men and women hunt, craft and fight while travelling the Ainok Temur names
mountains. They are hardened by their ruthless land, and (Male) Kharkhel, Rernar, Khornak, Hekhik (Female) Baihir,
there is no place for the weak. The frozen winds lightened Yak, Japi, Rundiri.
their hair, which color range from dark brown to grey. Men
grow a beard when they can. Their armors are made from
wood, leather and hide, and sometime consolidated with
bones from their quarry.

Human traits
You should use the human traits from the Player Hand Book,
p.31.
Note that, due to their strong independence, and their
disinterest for notions like Good or Evil, Temur are likely to
have a neutral alignement.
Furthermore, managing to live old is not frequent among
them, so a Temur older than 50 years is very rare. Those who
exceed 70 are likely to be powerful and ageless shamans.

Human Temur names


(Male) Zertio, Aruma, Tumak, Surak, Chianul, Kemval
(Female) Rizik, Tanara, Zelenia, Yasova, Nitula, Kilen.

Ainok
Ainoks are canine humanoids living deep in the cold
mountains of Qal Sisma. Contrary to their Abzan cousins,
they got an heavy fur around their neck, protecting them from
this kind of climate. They are natural cunning trackers with
senses and instincts more developed than those of humans.
The mountain ainoks are violent and eager to fight, and do
not hesitate to cast weak members out of their pack. The
relation between ainok and humans were tense at the
beginning, but as the years passed, more and more ainoks
were accepted among Temur families instead of forming
separate hunting groups. Their strength and hunting skills
are now highly respected among the clans.

PART 2 | TEMUR RACES


3
Goblin Goblin Temur names
(Male) Glub, Uqu, Taak, Zok (Female) Pyk, Naka, Guul, Kijyki.
The goblins who live in the north caves of Tarkir are little
balls of frenzy white fur. Their snow-colored hair protect
them from both the cold and their predators sight. A large Orc
amount of goblins roams alongside Qal Sisma, and they Orcs are strong grey-skinned humanods, able to perform any
recklessly attack whatever seems comestible to them. They physical, mental or magical skill accessible to humans. They
die quickly, because of their disturbing blood-lust happiness, are however more robust and stronger. In the world of Tarkir,
but they breed as quickly to refill their ranks. They are the Orcs dominate the central plains of Mardu. For many
consider a nuisance by the Temur, and are usually killed on reasons, they could not be able to join the Mardu clan, but
sight. But sometime an especially skilled goblin can stand up wander into another territory. They are however rarely
and be as strong as any other humanod fighter, and even join welcomed elsewhere. The Jeska strongly outcast them, and
a Temur hunting family. the Sulta may accept them at one condition: being dead. The
Abzan can adopt Orcs as child, to raise them as Krumar. To
join the Temur however, all that an Orc has to do is to know
how to survive on its own. Therefore, when they do not wish
to ride among Mardu hordes, Orcs do likely head to the
northern mountain, learn the Temur way, and even become
hunters or shamans.

Orc traits
You can use all the traits from the Half-Orc race from Player
Hanbook, p. 41.

Orc Temur names


(Male) Rochoum, Naruk, Zolko, Perok (Female) Darza, Sagui,
Benor, Mikaana

Goblin traits
These traits caracterise a goblin outstanding enough to
become a Temur member.
Ability Score Increase. Your Dexterity score increases by
2.
Age. Goblins never allow themselves to grow old. But it is
said that they can last 120 years if solidly tied. On the other
hand, they reach adulthood fast, and start to fight at 8.
Alignement. Goblins are deeply chaotic, and do not
understand rules. They can still follow a tradition. They have
a rather Evil nature.
Size. Goblin are the smallest humanoid race of Tarkir.
They are about 3 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Used to live in caves, you can see in dim light
within 60 feet as if it were bright light, and in darkness as if it
were dim light.
Rascal. When you take the Hide action, you have an
advantage on your Dexterity (Stealth) check.
Hyperactive. You are inhabited by a disturbing frenzy. You
have one extra bonus action on each of your turn. It is added
to your regular bonus action, and you can use it as any bonus
action you can normally perform. However, you cannot use
both bonus action to perform the same thing two times on the
same turn.
Nimble Escape. You can take the Disengage action as a
bonus action on each of your turns.
Languages. You can speak, read, and write Common and
Orc.

PART 2 | TEMUR RACES


4
Clan Classes
Warrior
Wielding his battleaxe above his head, a snowhorn rider
shouts a battle cry and charges the Abzan ranks. His mount
sends two of his ennemies flying, while his weapon meets the
shield of a third. Despite being made of dragon scales, the
shield explodes into pieces, and his wielder bites the snow.
A young mother swings her maul while her child is solidly
swaddled against her chest. Her weapon meets the Yeti's
knee, and it falls on its back with a raging grunt. The warrior
lifts her hammer again, aiming for the beast's head, ready to
deliver the final blow.
The Temur are no conquerors, but they are warriors. From
their youngest years, they are trained to fight for their life.
Survival prevails, but they must also defend any physical or
cultural intrusion into their territory, and therefore answer to
invasions with battle and blood. Many are those who try to
enhance their fighting and tactical skills to repeal outsiders,
or, when they must, bring battle outside Temur borders. To do
so, strong veterans teach young warriors the way of dueling,
wrestle, yielding weapons and ambush, mainly by battling
among themselves. It is said that a true Temur warrior can
fight and defeat an entire army by himself. Their weapons are
deadly and their armors are reinforced with bones and wood.

Warrior Features
Use the Fighter class of the Player Handbook p.71.
While gaining level in this class, you can choose the
Champion or the Battle Master martial archetype. They both
fit the Temur way, whether you prefer a straightforward
approach, or a more tactical one. The Eldritch Knight is also
conceivable, even if you may prefer to choose your spells from
the sorcerer spell list, for a more feral and intuitive magic.

Berserker
As the Mardu raiding party crosses a frozen river, a human
berserker surges from the nearby trees, and charges alone
with a powerfull cry. Her ennemies cannot restrain their
fearful recoil.
With his blood-soaked krushok spear in hand, a goblin in
saberclaw hide hears his final opponent coming from a
distance. The roar of a dragon from Ojuta brood echoes in
the mountain. The goblin is ready to bring the fantastic foe
down.
Not all Temur warriors rely on tactic and armor to
overcome one's enemy, many of them prefer the primal
strength and rage of the wilderness. They are called
berserker, and they storm into enemy lines alone, showing
them what savagery means. They are deservedly feared, even
among their own clan. The most powerful of them can use
the magic from spirits of the wild to increase their rage. It is
called Awakening the Bear, and in this state, the Berserker
cannot tell who is friend or who is foe, only blood-lust
remains.

Berserker Features
Use the Barbarian class of the Player Handbook p.47.
The Berserker and the Totem Warrior are both suitable
Path choices. The Bear as a totem spirit seems to be quite
appropriate for a Temur raging berserker.

PART 3 | TEMUR CLASSES


5
The Whisperers are sage among the shamans of Temur.
Hunter Their whispers are meant to be heared by spirits, and
An ainok follows the tracks of a giant bear, the same which magical power of nature is given in return. They whisper to
have killed her brother years ago. It seems to have grown ancestors returned to the ice, to wild spirits of time, to the
stronger, but the ainok believes in her skills and her sword. elements themselves. They are the keeper of their memories.
The beast will fall, and feed her group for months. The shamans live alone and together. They are hermits, but
A cunning hunter finally finds where the Sulta they can whisper to the wind, they are telepaths and
necromancer have conducted the dreadful undead troop. watchers. Those who whisper twice speak again to the living,
Without a word, she sends her saberclaw scatter the walking give them guidance, and share visions of the Unwritten. The
corpses in the snow, while she readies her javelins. frozen memories are the Written. What is yet to happen, in
The Temur lands are hostile, and the clan expects for each this world or another, is the Unwritten.
member to know how to survive in the wild on his own.
Survival, hunting and tracking skills are known by all, and Whisperer Features
mastered by most. They know the land, its dangers and its Use the Druid class of the Player Handbook p.89. During the
resources, but also how to deal with its most dangerous creation, when selecting starting skills, replace Religion by
inhabitants. They are efficient hunters and scouts, and they History and Persuasion in the list of available skills.
have a strong link with the wild nature. They know how to When you have to choose a Druid Circle, you can choose
use a shamanic form of magic, and sometimes create a the Circle of the Land for Arctic, Forest or Mountain.
strong bond with wild beasts, which can help them in battle. Alternatively, you can choose the Circle of Whispers, depicted
The best hunters are highly respected by the clan; they give below.
advice and lead proud hunting parties. They could even claim
the revered title of Huntcaller.

Circle of Whispers
The Circle of Whispers gathers the shamans able to
communicate with ancient spirits, and thus obtain specific
powers. Their gifts cover a large range of magical skills, from
Hunter Features telepathy and control to divination and perception
Use the Ranger class of the Player Handbook p.89.
You may choose the Hunter or the Beast Master archetype, Unusual perception
they both fit well the way how the Temur tame the When you choose this circle at 2nd level, you become
wilderness. If you choose an animal companion, refer to the proficient with the Perception skill. Additionally, anytime you
Spells and Monsters part to choose an animal from the make a Wisdom (Perception) check, add twice your
Temur fauna. proficiency bonus to the check, instead of your normal
proficiency bonus.
Whisperer
Spiritual Link
An old shaman buried under several layers of fur concludes Starting at 2nd level, you are able to feel and locate some of
his communion with spirits. With arm gesture and throaty your acquaintances. As an action, you can telepathically call a
voice, he summons a snow storm to disperse the prowling creature you have already met, learning its current state and
goblins stealthily approaching his sanctum. location. The creature must understand that you try to know
An ainok leaves the den of her grandfather after a where it is, and must accept to give you this information. You
disturbing vision of the Unwritten. She saw a world freed must beforehand have established a real contact with the
from dragons, and she will make this world a reality. First, creature, and you have to explain your power to it as you
she will follow the spirits guidance to find companions. weave the spiritual link as an action.

PART 3 | TEMUR CLASSES


6
If the calling is a success, you learn the direction and the See the Unwritten
distance of the creature, and its current state of mind. If the Starting at level 14th, you are truly able to see through the
creature is dead or unconscious, you know that something is Written and the Unwritten. When you cast the spell Scrying,
wrong. you can, if you want to, have a vision from the past or the
You can use this feature only once each hour. future. You choose the exact number of years (or months, or
Alternatively, a creature with whom you have a spiritual days, or hours) from the current time. You must still target a
link can try to call you. To do so, it must succeed a DC 10 creature. If the creature is dead or not born yet during the
Wisdom Check. If succeed, you percept the same information chosen time, the spell fails. Otherwise, add +8 to the spell
as you would have obtained if you would have performed the save of the target (only if you choose to have a vision from
call yourself. A creature must finish a long rest before trying another time).
to call you again.

Circle Spell Temur mage


At 3rd, 5th, 7th and 9th level you gain access to Circle spells The fire breath of an antlered dragon engulfed a giant
of the Whisperers. Once you gain access to a circle spell, you elemental. The ice colossus has the time to throw a cold
allways have it prepared, and it doesn't count against the punch into the dragon jaw before exploding into icy knives,
number of spells you can prepare each day. piercing trough the dragon scales. A mage uses this
opportunity to cast his own cold spell, aiming for the beast's
head.
An orc silently readies a scorching ray to burn the careless
Mardu scout wandering into the forest. He sighs, as he takes
no pleasure in attacking members of his former clan.
The Temur lands are said to be rich with mana, the
essence of magical power. It's no wonder that several child
are born with the abilities to bend the elements to their will.
When such a child appears, he or she is cast aside of the
family to learn among other shamans how to use his or her
powers. Earth, wind, fire and ice are their allies, they use
them to honor the ancestorss, to help the Hunt and destroys
the ennemies of the clan. They are also able to use the
essence of the land to summon strong elementals at their
service. Atarka feared their power, and undertook to kill them
Circle of Whispers Spells all. Yet, their elemental creations still lurk in the mountains.
Shaman Level Circle Spells
3rd gust of wind, prophetic painting* Temur Mage Features
When creating a Temur mage, use the Sorcerer class from
5th clairvoyance, morph* the Player Handbook p.99. The selectable Religion skill
7th divination, wind whispers* should be replaced with Stealth.
Your sorcerous origin may likely be the Elemental
9th Rary's telepathic bond, scrying
Summoner one, depicted below. But the Wild Magic origins
could also serve your purpose, if you estimate that you did not
*These spells are new Temur spells and they are found in
master your power under the shamans supervision.
Part 4 : Spells and Monsters.
You could also choose the Draconic Bloodline origin, but it
will make you a quite exceptional being in Tarkir. Your story
Commune with Spirits should become interesting.
Beginning at 6th level, you can contact the spirits of your
ancestors to obtain advice and prophecies. When you finish a
long or short rest, roll three d20s and note one result of your
choice. You can replace any attack roll, saving throw, or ability
check made by you or a creature that you can see with the
noted roll. You must choose to do so before the roll.
The noted roll can be used only once. When you finish a
short or long rest, an unused roll is lost and replaced by a
new value.

Greater Telepathy
Starting at 10th level, when you cast the spell Rary's
telepathic bond, the duration of the spell is raised to 1 year.
The maximum number of creatures with which you can have
a telepathic bond at the same time is still eight.

PART 3 | TEMUR CLASSES


7
Elemental Summoner Greater Elemental
Beginning at 14th level, when you summon an elemental with
This sorcerous origin depicts how the Temur shamans learn Transe Invocation, it is now a Greater Primordial Elemental
how to use their natural elemental affinity to create powerful (see see Spells and Monsters). You still need the same
elementals at their service. This magic is quite impressive, environmental constraint as before to summon it.
but also dangerous.
Second Body
Transe Invocation At 18th level and beyond, you can control your elemental even
When you choose this origin at 1st level, you can perform an if you are distant from at most 60 miles. You can see what it
ancestral ritual to create an elemental loyal to you. For this sees and ear what it ears. You can also cast spells from its
purpose, you must spend 4 hours to meditate and body.
communicate with spirits of the land. You are incapacitated
during the trance, and you suffer one level of exhaustion if
you complete it.
At the end of the 4 hours, an elemental at your service
appears if the environmental constraints are met. If you do
your transe near lava or at least 5 feet cube of natural rock,
you create a Magma Elemental from it. If you perform it in
the middle of at least three trees, a Wood Elemental appears.
Finally, if you have access to at least 5-feet-cube of water,
snow or ice, you bind an Ice Elemental to your service. If
several environmental features are available, you choose one
of the relevant type for your elemental.
The created elemental is a Primordial Elemental (see
Spells and Monsters). Its hit point maximum equals its
normal maximum or three time your sorcerer level,
whichever is the higher. Add your proficiency bonus to its AC,
attack rolls, and damage rolls, as well as to any saving throws
and skills it is proficient in.
The elemental obeys your telepathic commands as best as
it can. On your turn, you can command it where to move (no
action required). You can use your action to command it to
take the Attack, Dash, Disengage, Dodge, Help or Use action.
The elemental has hands and can use any non-magical
object. However, it is not proficient with any weapon or armor.
At the start of your turn, roll a d6 to determine if its
Elemental Blast action recharges. It recharges anyway after
you finish a short or long rest.
If the hit points of the elemental drop to 0, it immediately
dies and its body disappears. You can summon a new one at
any time, but you can only create one elemental at a time. If
you invoque a new elemental, the old one is destroyed.
If you don't know exactly where your elemental is, the
telepathic link is also lost. It will wanders aimlessly until it is
destroyed or retrieved.

Scatter
Starting at 1st level, you can use your bonus action to destroy
your elemental into an explosion of piercing bursts. Any
creature at 10 feet or less of the elemental must make a
Dexterity saving throws against your sorcerer spell save DC.
On a failed save, a creature takes as much piercing damage
as the Stroke attack of the elemental, and half as much on a
successful one. You have an advantage for this save. You can
also use Scatter as a reaction when the elemental drop to 0
HP. In either case, the elemental is destroyed.

Elemental Rampage
Starting at 6th level, your elemental can make two Stroke
when it takes the Attack action.

PART 3 | TEMUR CLASSES


8
Morph
Spells and Monsters 3rd-level transmutation
Temur Spells Casting Time: 1 action
Unless explicitky mentioned, these spells are added to all Range: Touch
Temur class spell list. Any character who can normally cast Components: V, S, M (a body part from a small reptile)
spells can learn these spells with the normal constraint of Duration: Concentration, up to 1 hour
their classes. In Tarkir, the Morph magic is used to attack without
revealing its strength beforehand, or for moving quickly and
Elemental Claws stealthily.
2nd-level evocation You transform the aspect of a willing creature into a
Casting Time: 1 bonus action Morph. The target, along with everything it is wearing and
Range: Self carrying, adopts a dusty spherical form with scaled feathers
Components: V, S, M (a claw from a beast) revolving around it. The target now has an AC of 12, a
Duration: Concentration, up to 10 minutes walking speed of 40 feet, has advantage on all saving throws,
and is unrecognizable, except with truesight. It can't cast
You create two huge beast-like elemental claws which stick spells, can't talk or manipulate objects. For the duration of
to the back of both your hands. the spell, all six characteristics of the target are 12, and it has
When you cast the spell, choose a damage type among : no proficiency.
acid, cold, fire, lightning or poison. For the duration, you can The only Attack action it can take for the duration is :
use your action to make a melee spell attack with one of the Morph Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
claws. On a hit, the target takes (1d10 + your Strengh one target. Hit: 2d6+2 force damage.
modifier) damage of the chosen type. If you use this action, The target can choose to end the Morph state at any time
you can then use your bonus action to make the same attack as a bonus action, retrieving the exact state it which it was
with your second claw. before transformation. It recovers all of its equipment, and
At Higher Levels. When you cast this spell using a spell whatever it was holding or carrying.
slot of 4th level or higher, the damage increases by 1d10 for At Higher Levels. When you cast this spell using a spell
every 2 slot level above 2nd (For instance, a spell slot of 7th slot of 4th level or higher, add +1 to the attack roll and 1d6 to
level grant the spell 3d10 damage on each strike) the damage roll of Morph Strike for each slot level above the
3rd.

Prophetic Painting
2nd-level divination
Casting Time: 1 hour
Range: Self
Components: V, S, M (Pigments worth at least 50 GP,
consumed after 5 painting)
Duration: Instantaneous
You let the divination power of spirits flow trough you, and
you paint visions of the Unwritten on a plane surface. This is
a prophecy about future events or alternative reality. The
result is often metaphorical and must be interpreted (The
DM chooses the result). Animals and beasts are mainly used
as symbols in this painting.
If you use this spell twice or more before completing your
next long rest, the other attempts after the first may give you
a random result.

PART 4 | SPELLS & MONSTERS


9
Wind Whispers Temur Fauna
4th-level enchantment (For the Whisperer class only) Name Type and CR MM Equivalent
Casting Time: 1 action Arynx Medium beast Panther (p.333)
Range: 120 feet (1/4)
Components: V Bear (Black) Large beast (1/2) Black Bear (p.318)
Duration: Instantaneous
Bear (Brown) Large beast (1) Brown Bear (p.319)
Your whispers can communicate with spirits, give some
Bear (Polar) Large beast (2) Polar Bear (p.334)
advice, but also cause a terrible pain if needed. Choose a
target within range. You whisper a phrase that surround, Boar Medium beast Boar (p.319)
penetrate its mind and hurt it. It must succed a Wisdom (1/4)
saving trow, of take 4d12 psychic damage and is stunned for Boar (Giant) Large beast (2) Giant Boar (p.323)
its next 1d4 turns. On a succesfull save, the target take only
Colossodon Huge beast (3) Ankylosaurus (p.79)
half damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell Dragon Huge dragon (17) Adult Red Dragon (p.98)
slot of 5th level or higher, the damage increases by 1d12 for (Atarka)
each slot level above the 4th. Elk Large beast (1/4) Elk (p.322)
Elk (Giant) Huge beast (2) Giant Elk (p.325)
Temur Monsters
Hawk Tiny beast (0) Hawk (p.330)
Temur Fauna
This table shows the animals and beasts that can be found in Krushok Large beast (2) Rhinoceros (p.336)
Temur northern mountains, forest and valley. It can be useful Mammoth Huge beast (6) Mammoth (p.332)
for the Hunter and Whisperer classes, for their animal
Ogre Large giant (2) Ogre (p.237)
companion, and animal transformation features. It can also
be useful if you wish to join the Hunt. Saberclaw Large beast (2) Saber-Toothed Tiger
The table also shows which stat block from the Monster (p.336)
Manual you should use to represent the beast abilities. The Snowhorn Large beast (1/2) Giant Goat (p.326)
list is non-exhaustive, and many other wild animals could
inhabit this land. Wolf Medium beast Wolf (p.341)
(1/4)
Yack Large beast (1/2) Giant Goat (p.326)
Yeti Large monstruosity Yeti (p.305)
(3)

Temur
PART 4 Fauna
| SPELLS & MONSTERS
10
Elementals
These monster stat blocks are used by the Temur Mage class
with the Elemental Summoner origin. Use the Ice, Magma or
Wood part accordingly to the type of your elemental.

Primordial Elemental
Medium elemental, neutral

Armor Class 10
Hit Points 8(2d6 +1)
Speed 25ft.

STR DEX CON INT WIS CHA


14 (+2) 9 (-1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Saving Throws Wis +2


Damage Vulnerabilities fire (if Ice or Wood) or
thunder (if Magma)
Damage Immunities cold (if Ice) poison (if Wood) or
fire (if Magma)
Condition Immunities poisoned, paralyzed, petrified
Senses passive Perception 10
Languages Understand Common. Do not speak.
Challenge 1/4 (50 XP)
Actions
Stroke. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 3 (1d6) bludgeoning damage.
Elemental Blast (Recharge 6). The elemental breath a
15-foot cone of its element in front of it. Each
creature in that area must make a Constitution
Saving Throws (with DC equals to 11 or to the
summoner's spell saving DC). On a failed save, a
creature takes 2d4 cold (if Ice) poison (if Wood) or
fire (if Magma) damage. It takes only half of this
damage on a successful save.

Greater Primordial Siege Monster. The elemental deals double damage to


Elemental objects and structures.
Large elemental, neutral
Actions
Armor Class 14 Stroke. Melee Weapon Attack: +6 to hit, reach 5ft., one
Hit Points 50(20d6 +1) target. Hit 3 (3d6) bludgeoning damage.
Speed 25ft.
Elemental Blast (Recharge 6). The elemental breath a 15-
foot cone of its element in front of it. Each creature in
STR DEX CON INT WIS CHA that area must make a Constitution Saving Throws
18 (+4) 9 (-1) 18 (+4) 10 (+0) 11 (+0) 10 (+0) (with DC equals to 13 or to the summoner's spell
saving DC). On a failed save, a creature takes 6d4 cold
(if Ice) poison (if Wood) or fire (if Magma) damage. It
Saving Throws Wis +4 takes only half of this damage on a successful save.
Damage Vulnerabilities fire (if Ice or Wood) or thunder
(if Magma)
Damage Immunities cold (if Ice) poison (if Wood) or
fire (if Magma)
Condition Immunities poisoned, paralyzed, petrified
Senses passive Perception 10
Languages Understand Common. Do not speak.
Challenge 4(1100 XP)

PART 4 | SPELLS & MONSTERS


11

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